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#305162 - 25/05/2012 [MOD] Combat Evolved for Back in Action and Crossfire

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62


Combat Evolved is a mod overhaul for the Jagged Alliance - Back in Action game that expands/improves the vanilla game in many ways, from adding items, fixing bugs, increasing difficulty, to restoring some of the soul the Jagged Alliance mercs used to have. To date, except the translations, this continues to be a one-man project so the development might be slow at points, depending on my time, but I'll always try to deliver compatibility patches with the latest game version within 24 hours from release. Other than that, if you feel like contributing in some way, drop me a line.

Added items:
  • over 50 weapons (new models, not only description pictures) with stats reworked from scratch, which will result in a change in gameplay and make all weapon types useful;
  • 9 new gun attachments, offering more tactical approaches per weapon type;
  • 5 new ballistic vest types;
  • 11 other uniform/clothing items;
  • 13 new ammo types and modifies the stats for all ammo to reflect their real life counterparts;
  • 2 new grenade types;
  • some more misc/quest items;

Gameplay and difficulty changes:
  • A.I.M. and freebie mercs are tweaked/changed (stats/gear/traits) to reflect their actual bios, improve immersion and add a bit of soul;
  • Deidranna's soldiers gear and stats changed to offer a better game progression and to look like an actual army;
  • Hillbillies stats and gear are changed (mostly for immersion purposes);
  • Slight changes to certain vanilla quests;
  • New quests (2 for now);
  • Enemies amounts and levels in each area to enhance game progression and difficulty;
  • Traders inventories and containers contents;
  • Custom AI templates to fit the enemy soldier templates (recon, medic, grenadier, sniper, machine gunner, officer - over 20 AI templates). Enemy behaviour will now be varied and will involve better tactics;
  • Increased number of templates for enemy soldiers (around 40) and hillbillies (7) allowing for greater variation in gear, tactics and looks;
  • Medical skill and items (bandages don't heal hp anymore, canteens now restore energy, not hp, syringes can now be found in limited amounts) changed to encourage hiring of mercs with high medical skill;
  • Modified militia stats, gear and given them concealable ballistic vests to make them more useful overall;

Changes to stealth:
  • Ever cursed when your stealthy merc sneaks to the door and then he/she just kicks the s**t out of the door raising alarm in a 100y radius? Well, no more! Door opening is stealthy by default (includes sounds and animations to fit);
  • Running is now noisy, as it should be, you can't run at full speed towards an enemy without being heard; on the other hand, crouching and crawling are slightly stealthier now;
  • Silencers have a greater impact on stealth approach;

Fixes to the vanilla game:
  • a lot of typos/description issues in the vanilla game;
  • some attachment points for vanilla weapons;
  • wrong ammo type for some vanilla weapons;
  • wrong coordinates for some vanilla item icons;
  • a bug where not all the hillbillies would spawn at farms;

And last but not least, a slick new interface, MrRaven's Az GUI

== Teaser screenshots ==
Click to reveal..



















== Weapons ==
Click to reveal..
- AAC Honey Badger PDW
- SV-98
- AR-57
- M1A SOCOM 16
- AS Val
- Kel-Tec RFB
- Magpul PDR
- CZ 52
- Browning BAR Mk II
- Browning 1919A6
- HK 416
- KAC PDW
- Puma .357 Magnum
- HK G28
- FAMAE SAF
- ST Kinetics CPW
- SVDS Dragunov
- AEK-919 K
- PKP Pecheneg
- PK Machine Gun
- Rheinmetall MG3
- VBR PDW 7.92
- Mossberg 590A1
- Diemaco C7A2
- IMI Galil AR
- A-91
- Steyr Scout
- Walther P99
- Bushmaster M4A3
- Makarov PM
- Barrett M468
- KA-BAR Combat Knife
- Beretta ARX-160
- Ithaca 37 Stakeout
- VSSK Vychlop
- PP-19 Bizon
- PPSh-41
- Mosin-Nagant M59
- AK-74
- OSV-96
- Skorpion vz. 82
- SPAS-12
- baseball bat
- PP-91 KEDR
- Milkor MGL Mk. 1
- IMI Uzi
- AEK-972
- SR-1 Vector
- SR-2 Veresk
- Glock 20
- Colt Delta Elite


== Weapon attachments ==
Click to reveal..
- Sights set
- Grip kit
- Laser sight
- Rifle suppressor
- Folding stock
- Gen II sights system
- Sniper scope Mk II
- PSO-3 Scope
- Rifle sling


== Armors and clothing ==
Click to reveal..
- Dyneema vest
- SWAT Vest
- Concealable ballistic vest
- Combat Medic Vest
- Dragonskin Body Armor

- Medic uniform
- CQB uniform
- Medic helmet
- Trooper helmet

- Blackhawk HPFU Pants
- Blackhawk HPFU Jacket

- Neoprene mask - black skull face

- Short jeans
- Black jeans
- Leather jacket - brown
- Leather jacket - black


== Misc items ==
Click to reveal..
- Painkillers
- Energy drink
- Caffeine pills


== Installation ==
1. By default, the mod uses Az GUI icons and pictures and the difficulty is set to normal. To install the mod with the default options simply extract the contents of the archive to the game folder.
2. To play the mod on easy difficulty, AFTER installing the default mod (see 1), extract the content of the CE-Easy.zip to the game folder (archive will be found in the game folder).
3. To play the mod with the vanilla-like icons and pictures, go to <game folder>\bin_win32\textures\interface and delete all the file whose names begin with ui_equipment_. After that, extract the content of the CE-Vanilla-Icons.zip to the game folder (archive will be found in the game folder).

A FAIR WARNING: easy difficulty affects the amount of noise your mercs are doing when performing actions, the amount and levels of the enemies defending the sectors, the accuracy of the enemy soldiers and the hiring price of your mercs. It is recommended that you first try the normal mode and only if that is too difficult for you, install the easy mode. Starting a new game is highly advisable after installing the easy difficulty.

== Requirements ==
The mod is compatible with game versions 1.13e to 1.13g. Using any other game version will most likely result in crashes and/or unstable behaviour.

== Known issues ==
- all the handgun attachments will change the firing sound to suppressed (can't be fixed by mods yet).
- the weapons with built-in silencer are not actually silenced (can't be fixed by mods yet).

== Compatibility ==
Given the fact that I ended up modifying quite a lot of files, there is most likely no direct compatibility with mods that alter config files. If there is enough interest in a certain combination of mods, most likely we'll be willing to make them compatible.

== Changelog ==
Click to reveal..

v1.07.300812
  • added new weapons: PP-91 KEDR, Milkor MGL Mk. 1, IMI Uzi, AEK-972, SR-1 Vector, SR-2 Veresk, Glock 20 and Colt Delta Elite;
  • added new clothing/armors: Dragonskin body armor, Blackhawk HPFU pants and Blackhawk HPFU jacket;
  • added new weapon attachments: PSO-3 scope and rifle sling;
  • added new HP/energy restoring items: painkillers, energy drink and caffeine pills;
  • changed mechanics for ARs and MGs;
  • entirely reworked merc prices and tweaked stats based on a brand-new formula that considers each stat's utility in BiA;
  • changed some enemy soldier loadouts;
  • removed weapon and attachment types from the items descriptions for all locales;
  • added type icon for attachments;
  • sector loot continues, I hope it'll be done in the next version. Now, also the loot is slightly less abundant, it is more useful overall, which keeps it balanced but neater;
  • traders shops almost 100% done, the progression should follow a decent curve now;
  • added voices for hiring dialogs for M.E.R.C. is back mod mercs;
  • added an easy mod option;
  • added an option to use vanilla icons;
  • fixed some misleading dialogs in some quests;
  • lotsa other small things that I forgot to write down when doing them;

v1.06.60812
  • included zero's M.E.R.C. is back with his permission. Many thanks, again;
  • changed new mercs portraits, gear, stats and looks to fit CE;
  • fixed an issue where the additional info was not displayed in the right textbox for the new mercs;
  • decreased range for 7.62 NATO chambered ARs and rebalanced stats accordingly;
  • tweaked accuracy and durability for some weapons;
  • increased range for 5.45 chambered ARs;
  • tweaked some stats for sniper rifles;
  • changed syringe medical requirement to 0 as it should've been (thanks Gen. Drax);
  • modified some merc stats;
  • added icons in weapon picture for weapon types and removed weapon type from text descriptions;
  • added 7 new weapons (PPSh-41, Mosin-Nagant M59, AK-74, OSV-96, Skorpion vz. 82, SPAS-12 and baseball bat)
  • changed loadout for some enemy soldiers;
  • rebalanced the numbers and levels of enemies in some sectors;
  • rebalanced some mercs;
  • modified loot sectors and trader inventories (this is spreading across several versions);
  • modified a few dialogues for immersion purposes;
  • made Deidranna slightly more difficulty and slightly more paranoid;
  • fixed Blood not being able to use his medkit (thanks reVurt);
  • fixed Steyr Scout magazine size (thanks reVurt);
  • fixed AKS-74U attachment point (thanks Specter);
  • fixed a problem with the Neoprene skull mask textures - this time for real! no joke! (thanks Aemun and Guy);
  • fixed Nightblind and Night Ops tooltips (thanks Specter);
  • fixed a loading screen tip about CQB (thanks Blondy);
  • fixed the flat cap not having a name and description (thanks Landwalker);
  • removed laser sight light ray;

Note: If you have a vanilla savegame, a new game is highly advisable since there are too many changes that won't take effect and unwanted behaviour might occur. If you have a 1.05/1.05b CE mod savegame, it should be compatible, except for the fact that things like stats for the already hired mercs and content for the already looted containers won't come in effect. Also, if you have a 1.05/1.05b CE mod savegame avoid trying to hire the new mercs. The game will crash to desktop.

v1.05b
  • fixed a problem with the Neoprene skull mask textures;
  • fixed attachment point for Automag III;
  • added names and descriptions for 2 new quest items, round glasses and round sunglasses;
  • fixed Dyneema Vest price;

v1.05
  • added compatibility with game version 1.13e;
  • added quest Key to your dreams;
  • added quest Damn you, Romeo!;
  • reworked from scratch containers content from sectors (Drassen airport, Drassen city, Water pump, Road block #1, Cambria mine so far);
  • rebalanced Vicki from A.I.M.;

v1.04
  • added a new weapon (PP-19 Bizon);
  • added german translation;
  • improved spanish translation;
  • fixed some loading screen tips that were in german;
  • tweaked a few mercs;
  • Tony's and Jessie's shop inventories in San Mona reworked (as a side note, Jessie resupplies the uniforms on an hourly basis for all of you theme freaks out there);
  • changed most of the remaining shopkeepers inventories;

v1.03d
  • added compatibility with 1.13c game patch;

v1.03c
  • fixed a problem with Ka-Bar Knife's resource id that crashed the game when a character equipped it;
  • fixed Bobby Ray's page not becoming active after talking to Pablo;

v1.03b
  • added compatibility with the latest Steam patch (1.13b)
  • started a full revamp of ingame containers, npcs and preparing the grounds for the addition of some new quests;

v1.03
  • decreased the AK-47 price by 1,000 for the purpose of making the start slightly easier;
  • increased the L85A2 accuracy in all the stances;
  • slightly decreased M4's accuracy;
  • increased 12 gauge's penetration value and price;
  • changed descriptions for traits (thanks to luppolo for compiling the trait list and to Gonzo and Silveressa for the thorough testing and contribution);
  • walking/running now generates more noise;
  • door opening is now stealthy by default (changed perception value, sounds and anims, so it should not be immersion-breaking) - need feedback on this because I'm not sure i got to test all the possible variations;
  • tweaked/changed some items icons and pictures;
  • included Az GUI with MrRaven's permission;
  • reworked all items icons and pictures accordingly to fit Az GUI;
  • probably some other stuff that I forgot about;

v1.02
  • fixed 9x18mm Makarov using the wrong picture as reported by DaBoss;
  • fixed M16A4's name (thanks Marv);
  • fixed Rheinmetall MG3's range and HK53's classification, thank you pat;
  • Fixed the wrong ammo on Cliff, Sidney and Ivan's inventory as pointed out by pat;
  • fixed the muzzle break typo in DSR-1 description reported by daedalusxxi;
  • slightly increased the armor penetration and price of 12 gauge to make shotguns useful until the end of the game as indrid suggested;
  • Added descriptions for the shemagh scarves;
  • Recalculated TEC-9's RPM;
  • Reworked some icons;
  • added hruza's icons&pictures for vanilla ammunition;
  • added 2 new weapons;
  • reworked the rednecks from the farms, added 3 more templates, fixed a vanilla error where not all were spawned;
  • added loading screen tips;
  • reworked all weapon models but 2 (now they shouldn't have different silhouettes while paused either);
  • added model for laser sight;
  • fixed attachment points for all added weapons;
  • added localizations: ESP (by daedalusxxi), ITA (by Calippo) and FR (emmanuuel) (still need someone to help with GER);
  • tweaked enemy soldiers a bit more, changed some templates;
  • changed the medical items so that medics are more useful (and removed syringes from Bobby Ray's shop);
  • modified some of the traders inventories and some of the containers throughout the maps.

v1.01
  • Changed SPAS-12 description type to Shotgun (thanks Indrid);
  • Added descriptions for 9A-91 and CZ Scorpion EVO III (thanks Indrid);
  • Fixed a typo that added a KRISS to Scope's starting gear because I used AddItem instead of Attachment by mistake (thanks motorizer);


== Credits ==
First of all, a huge thanks to sbobovyc for his tools, without those none of this would be possible.
Kevin MacLeod from http://incompetech.com for Junkyard Tribe (main menu song).
Thanks to MrRaven for his great UI mod and for allowing me to make it a part of CE and modifying where needed.
Credits to zero for his M.E.R.C. is back mod and thanks for his permission to include it in CE.
I particularly want to thank daedalusxxi for the spanish localization, Calippo for the italian one, DaBoss for the german translation and emmanuuel for the (groovy!?) french localization.
Thanks to Confus for the initial brainstorming, the nudge that I needed to get things moving and some weapons descriptions.
Credits to the JA2 1.13 team for some weapons descriptions that I shamelessly ripped.
Credits to SirTech for the mugshots.
My girlfriend for not busting my balls while I was doing this the last weeks and even for assisting me with some data checking.

AAAAAAAAAAAAAAND...
.. last but not least, I do not consider this project closed or final in any way. I'll keep adding stuff and improving it at a steady pace. Hopefully now that there's something to show for, more modders may be interested in working together to take JA: BiA one step closer to JA2 1.13. With Stan's priceless contribution and his tools the game becomes more and more moddable by the day, so, while we're a huge way from JA2 still, BiA is starting to show some potential.

If you feel like supporting this mod (which is in no way mandatory but is really appreciated due to the fact that JA: BiA modding tends to eat up my time in which I could be otherwise productive widegrin ) you can donate through PayPal.

Download CE v1.07.300812 (49.4 Mb)

and for Jagged Alliance: Crossfire

Download CE for Crossfire v1.00.10912
Military base crash patch is included in the Crossfire mod.


Edited by TehGlitch (05/07/2013)
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#305193 - 26/05/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Deus Ex
first sergeant
Registered: 10/07/2006
Posts: 571
Loc: Sarawak, Malaysia
Hey man, nice mod. Just want to point out the SPAS-15 has been mislabeled as Type-Handgun in weapon description popup.
_________________________
Religion's dead. God isn't.
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#305200 - 26/05/2012 Re: [MOD] Combat Evolved [Re: Deus Ex]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Hey, thank you for pointing that out. Fixed that and some other similar stuff, I'll update the 1st post with the link.
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#305626 - 05/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
v1.02 is out.
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#305653 - 06/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Ferreiro
Civilian
Registered: 06/06/2012
Posts: 1
Hi, TehGlitch, your mod is great! well done!!!

I'm a newbie in this mod stuff, but it's easy to see that you almost can recreate a game, i'll try to learn as much as i can, and maybe chage one or another thing too.

I'm from Brazil and i'll try to translate the game to portuguese, as soon as i figure it out.
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#305663 - 06/06/2012 Re: [MOD] Combat Evolved [Re: Ferreiro]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Thanks smile

Unfortunately modding possibilities are actually quite limited, most of the important game mechanics are hardcoded. And by the looks of it they won't go out of their way to help the modders, so there's not much to play with.
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#305695 - 07/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Deus Ex
first sergeant
Registered: 10/07/2006
Posts: 571
Loc: Sarawak, Malaysia
Modified containers? Better not be any more "handwritten notes" in them...

By the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...


Edited by Deus Ex (07/06/2012)
_________________________
Religion's dead. God isn't.
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#305710 - 07/06/2012 Re: [MOD] Combat Evolved [Re: Deus Ex]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Originally Posted By: Deus Ex
By the way, do enemies still teleport in on your location the moment you liberate a sector & exit to World Map? Bloody annoying...


Should be taken care of. It was for me at least.
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#305807 - 10/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
v1.03 is out. See first post for info.
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#305864 - 12/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Updated first post with the link to the version for the latest patch.
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#306114 - 18/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Some progress, new weapon in the next release:

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#306188 - 20/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Burns
private 1st class
Registered: 26/01/2012
Posts: 12
Want to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?
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#306199 - 20/06/2012 Re: [MOD] Combat Evolved [Re: Burns]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Originally Posted By: Burns
Want to strangle teleporting enemies. This is the only issue I have (with the latest version of your mod). I'm actually tempted to start 3d modelling again.

So anyway how do i fix the enemy spawning right on top of me problem? Does it have something to do with there being more of them?


Yeah, it's an issue with the enemies being more than spawn points, I'm going to address that in the next revision. Problem is, the only way to "fix" that is to have less enemies.
A workaround to avoid enemies spawn ontop of you is to go to the edge of the sector before going to strategic map (the enemies 2nd wave spawn point is always the center of the map). Every mod that tries to ramp up difficulty has that issue (well, the only other mod is UAM and it has the same issue afaik). I hope that helps smile

Oh, regarding modelling, if you're willing to contribute/help the mod with new models, I'd be obliged as long as you keep the polycount to a reasonable value and try to keep the looks vanilla-like.
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#306337 - 23/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Burns
private 1st class
Registered: 26/01/2012
Posts: 12
Gods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?
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#306339 - 23/06/2012 Re: [MOD] Combat Evolved [Re: Burns]

voodoo larry
Civilian
Registered: 23/06/2012
Posts: 3
Can't get it to work! I just see the intro vids and then a black screen.. nothin more..
could you give me any advice?
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#306340 - 23/06/2012 Re: [MOD] Combat Evolved [Re: voodoo larry]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Originally Posted By: Burns
Gods, does camouflage do anything? Is it possible to edit enemy sign and accuracy? Is it possible to make prone stance less fucking useless?


No, camouflage doesn't do anything and they're not planning to make it work either, according to their statements. Enemy sign? Accuracy, possibly, although I wouldn't bet on a smashing success. The marksmanship/dexterity could be lowered to simulate that effect (yeah, I'm aware of the cheat-like accuracy of the enemies, it's a vanilla "feature" to offset the fact that the AI is dumb as a log). Stances affect accuracy of your shots and the noise level when you're moving. If you're hiding behind stuff, sometimes stances might work, but don't get your hopes up.

Ah, remembered that you asked about the 2nd wave of enemies spawning when conquering a new sector. Here's a patch to fix that, it will be included in the next version of the mod: download link

Originally Posted By: voodoo larry
Can't get it to work! I just see the intro vids and then a black screen.. nothin more..
could you give me any advice?


What game version are you using? And is the game working without any modded content?


Edited by TehGlitch (23/06/2012)
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#306348 - 23/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

voodoo larry
Civilian
Registered: 23/06/2012
Posts: 3
I'm using the english Jagged Alliance BiA updated to 1.11 on a Windows 7 x64 computer. The game worked fine without the mod, stopt working with the mod. So I deleted the game from my hard drive, reinstalled it, updated it again, tested the game if it works and gives me no problems. But when I apply the mod again I get the same problem!

the problem still being, after the intro vids I don't get any loading screen, just a black screen and I have to close the game using CTRL+ALT+DELETE.

thanks for helping me!


Edited by voodoo larry (23/06/2012)
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#306374 - 24/06/2012 Re: [MOD] Combat Evolved [Re: voodoo larry]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Unfortunately I don't have a mod version that's compatible with 1.11. If you want to use the mod you need the latest game version (or any other 1.13 version and I will provide you with a link for that if it's not 1.13d)
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#306379 - 24/06/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

voodoo larry
Civilian
Registered: 23/06/2012
Posts: 3
Thanks! I didn't know about the 1.13 update, downloading it now to see what happens!

edit: YES working fine now! thanks for the info! maybe you should change your first post and add a comment telling people they need the 1.13 update!


Edited by voodoo larry (24/06/2012)
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#306476 - 26/06/2012 Re: [MOD] Combat Evolved [Re: voodoo larry]

Burns
private 1st class
Registered: 26/01/2012
Posts: 12
I did some tinkering around with the Soldiers. I reduced the accuracy of level 5 soldiers a little bit. There is a massive jump in stats between level 4 and level 5 that is really unwarranted.
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#307321 - 13/07/2012 Re: [MOD] Combat Evolved [Re: Burns]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
v1.04 is available for download.
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#307773 - 20/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
v1.05 (compatible with game version 1.13e) is up.
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#307824 - 21/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

SWATMAN
Corporal 1st class
Registered: 30/08/2007
Posts: 93
Loc: Israel ,Jerusalem - tel aviv
Question:
you write that this mod work good in 1.13 , what happen if tommrow i get update to 1.14 , the mod will stop work?
or i can make that in steam it will not upadate my game any more

more question is if i want to back the game to the original after i install the mod how i do that ?

And it look good!


Edited by SWATMAN (21/07/2012)
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#307829 - 21/07/2012 Re: [MOD] Combat Evolved [Re: SWATMAN]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Depends on what "1.14 patch" would change. It may or may not be directly compatible with this version of CE, but regardless, I try to keep up with game version, so you'll be able to continue playing.
If you want to revert to vanilla game, simply go in <gamedir>\bin_win32 folder and delete the following folders:

Code:
character
configs
interface
sounds
textures
weapons
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#307844 - 21/07/2012 Re: [MOD] Combat Evolved [Re: SWATMAN]

Sam_Hotte
lt
Registered: 10/03/2009
Posts: 2215
Loc: Middle of Germany
Originally Posted By: SWATMAN
or i can make that in steam it will not upadate my game any more


2 ways to achieve this: Either put steam client in OFFline mode; no steam game can be updated then until next time to you put steam in online mode.
Or - while being in steam client's ONline mode, you can disable auto updates in BiA's properties in your library. This way this particular game won't be auto-updated while any other steam app you might have still can receive auto updates.
_________________________
Download 1.13 release
Kermi's Archive mods, tools, stuff
New developments Depri's SCIs
SharkD's hotkeys
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#307871 - 22/07/2012 Re: [MOD] Combat Evolved [Re: Sam_Hotte]

Head_Hunter
sergeant
Registered: 09/07/2002
Posts: 101
Loc: Germany
Can´t heal my Characters after installing the mod. Any known problem?
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#307878 - 22/07/2012 Re: [MOD] Combat Evolved [Re: Head_Hunter]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
You can. It's just that the healing system is changed. Bandages will only stop the bleeding, their healing efficiency is 0, if you're looking at one. Medkits, large medkits and syringes are the only ones that actually recover hp now. It's an incentive to use mercs with higher medical skull.
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#308053 - 24/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
1.05b is out, check first post for link and changelog.
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#308064 - 24/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Doc Croc
master sgt
Registered: 16/09/2003
Posts: 355
Loc: VT
Where could I find this patch?
_________________________
I loathe people who keep dogs. They are cowards who haven't got the guts to bite people themselves. - August Strindberg
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#308067 - 24/07/2012 Re: [MOD] Combat Evolved [Re: Doc Croc]

Sam_Hotte
lt
Registered: 10/03/2009
Posts: 2215
Loc: Middle of Germany
In the download link at bottom of very first post in this very thread. As he said. wink
_________________________
Download 1.13 release
Kermi's Archive mods, tools, stuff
New developments Depri's SCIs
SharkD's hotkeys
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#308234 - 27/07/2012 Re: [MOD] Combat Evolved [Re: Sam_Hotte]

reVurt
master sgt
Registered: 01/03/2007
Posts: 288
Loc: The Great White North, eh?
First off, thanks for the mod, Glitch, it's pretty damn cool! I finally picked up JABIA this past weekend on a Steam sale, and while the graphics are prettier, it feels very much like a "lite" version of JA2. From what I've seen so far, Combat Evolved does a fair job of rectifying that somewhat.

A couple things of note.

1) Blood starts with a medkit he can't use.
2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello".
3) Bobby Rays lists the clip size of the Steyr Scout as 30.
4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Thanks for all the hard work!
_________________________
Cheers,
reVurt
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#308336 - 29/07/2012 Re: [MOD] Combat Evolved [Re: reVurt]

Specter
Corporal 1st class
Registered: 14/03/2011
Posts: 51
small issue:
the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle
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#308340 - 29/07/2012 Re: [MOD] Combat Evolved [Re: Specter]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
Looking darn good. Just a few things I noticed in the course of the first mission:

1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")—it just reads "Morale rises during night missions," which I think is the vanilla wording.

3) Sidney's cap doesn't have a name?

4) The "large picture" for 9×19mm Parabellum ammo isn't the same as the Improved GUI icon—the large picture still uses the vanilla picture.

As a note of personal preference, I also find it odd and jarring that you can actually see the laser beam when the laser sight is attached to a firearm (for example, Fox starts with one, and I initially thought it was a graphical glitch).

The mod definitely makes you have to work harder right off the bat. Wolf is no longer the early game Judge, Jury, and Executioner, murdering the axe-wielding riff-raff with unchecked abandon, as I found out to my chagrin. I do like that the enemy soldiers actually look like members of an army now, though, instead of just some gutter rats that wandered in off the streets and picked up whatever pointy objects they could find.

Edit: Additionally, I'm also running into a problem where putting some (Edit 2) make that any equipment into the sector inventory is causing it to disappear permanently. Not sure what that's all about. Pretty disconcerting when my shotguns, hats, armors, etc. are just... gone...


Edited by Landwalker (30/07/2012)
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#308359 - 30/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

reVurt
master sgt
Registered: 01/03/2007
Posts: 288
Loc: The Great White North, eh?
Originally Posted By: Landwalker

Edit: Additionally, I'm also running into a problem where putting some (Edit 2) make that any equipment into the sector inventory is causing it to disappear permanently. Not sure what that's all about. Pretty disconcerting when my shotguns, hats, armors, etc. are just... gone...


I have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.
_________________________
Cheers,
reVurt
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#308379 - 30/07/2012 Re: [MOD] Combat Evolved [Re: reVurt]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
Originally Posted By: reVurt
I have this problem as well. Found a possible workaround: Before futzing with the inventory, save your game. Then load that save. Weird, and a bit of a hassle, but it seems to work for me.


Huh. I tried saving and reloading, but still ran into the same problem.

After a bit more fiddling about and a few truly disastrous failures at taking Drassen Airport with the revised mercs against the newly professional army, I realized that this might not necessarily be a bad thing:

1) I can still put items into the sector inventory by "dropping" them, instead of directly moving them from the merc to the sector. Hassle, yes, but workaround.

2) While it's not exactly the preferred way to go about it, "deleting" items by moving them into the sector inventory would be one way to avoid the late-game clutterfest that arises from shopkeepers never "flushing out" their own inventory to get rid of all the garbage you find.

3) Of course, at the rate I'm going in this patch, #2 wouldn't matter, because based on my performance in Drassen I'm never going to get to the late game anyway... smirk


Edited by Landwalker (30/07/2012)
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#308381 - 30/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

Sam_Hotte
lt
Registered: 10/03/2009
Posts: 2215
Loc: Middle of Germany
What version of BiA base game are you running? Might be an issue with sector inventory of version 1.13 that AFAIK has been fixed with a later version like 1.13b or c.


Edited by Sam_Hotte (30/07/2012)
_________________________
Download 1.13 release
Kermi's Archive mods, tools, stuff
New developments Depri's SCIs
SharkD's hotkeys
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#308383 - 30/07/2012 Re: [MOD] Combat Evolved [Re: Sam_Hotte]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
Using 1.13e.
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#308392 - 30/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Wow, thank you all for the feedback and appreciation widegrin
Now, let's get to it in an orderly fashion:

Originally Posted By: reVurt

1) Blood starts with a medkit he can't use.

Yeah, I kept forgetting about that one, will be fixed in the next release
Originally Posted By: reVurt

2) When Doreen gives you her quest, she starts off saying "Hellow" instead of "Hello".

Hah, I was aiming for some weird accent, didn't get it right it seems widegrin
Originally Posted By: reVurt

3) Bobby Rays lists the clip size of the Steyr Scout as 30.

Oopsie, fixed in the next release.
Originally Posted By: reVurt

4) I think I noticed the small pic for the HK53 showing an MP5 instead, but admittedly this was after installing Combat Evolved over top of a game and loading up a vanilla save without starting a new game.

Yeah, it seems that it's shaped rather like a sileneced MP5 or something, it's from MrRaven's icons, I will adress this as well at some point, although it's not a high priority right now.
Originally Posted By: reVurt

Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Hm, the item should be there no matter what, unless you opened the container before installing v1.05b, which adds the item. Can you confirm that?

Originally Posted By: Specter
small issue:
the aks-74u anchorpoint seems wrong. the eotech gets attached in front and slightly above the muzzle

Thank you, I'll look at it, it's a vanilla thingie I guess.

Originally Posted By: Landwalker

1) In Red's profile, "Nightblind" reads that is boosts morale by one step between 11PM and 3AM.

It's just visual, I guess I mixed stuff up blush

Originally Posted By: Landwalker

2) On the other hand, in Spider's profile, "Night Ops" does not provide the exact bonus (which is presumably "one step")—it just reads "Morale rises during night missions," which I think is the vanilla wording.

Yeah, I only changed the description for the stuff that has been tested, makes it easier for me to track it.
Originally Posted By: Landwalker

3) Sidney's cap doesn't have a name?

Will fix it, added it to his inventory and forgot that I put it in the game
Originally Posted By: Landwalker

4) The "large picture" for 9×19mm Parabellum ammo isn't the same as the Improved GUI icon—the large picture still uses the vanilla picture.

There are quite a few inconsistencies among the weapon icons&pictures, I will adress those when I'll take it slower with adding content/balancing.
Originally Posted By: Landwalker

As a note of personal preference, I also find it odd and jarring that you can actually see the laser beam when the laser sight is attached to a firearm (for example, Fox starts with one, and I initially thought it was a graphical glitch).

I liked the idea in the beginning when I did it but it got old really fast, I'll remove that smile
Originally Posted By: Landwalker

The mod definitely makes you have to work harder right off the bat. Wolf is no longer the early game Judge, Jury, and Executioner, murdering the axe-wielding riff-raff with unchecked abandon, as I found out to my chagrin. I do like that the enemy soldiers actually look like members of an army now, though, instead of just some gutter rats that wandered in off the streets and picked up whatever pointy objects they could find.

I really hated the FoTM Wolf&Fox, I'm trying to make every merc desirable for one reason or another.
Originally Posted By: Landwalker

Edit: Additionally, I'm also running into a problem where putting some (Edit 2) make that any equipment into the sector inventory is causing it to disappear permanently. Not sure what that's all about. Pretty disconcerting when my shotguns, hats, armors, etc. are just... gone...

I think that's a vanilla issue.
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#308402 - 30/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
Originally Posted By: TehGlitch
I really hated the FoTM Wolf&Fox, I'm trying to make every merc desirable for one reason or another.

Well, consider that goal achieved! Deciding on which trade-offs to make at the start (Hmm, which two mercs do I want to get murdered by the airport security today?) is much more difficult. There's no obvious combination of Mechanical + Medical + Some sort of weapons competency all rolled into a two-person package, so the opportunity costs are felt much more. Especially since the new prices for mercs prevented me from rolling in with the demigod team of Wolf + Thor. tongue

When you have as few skills as I do... yeah, it's been rough going. >_>

Originally Posted By: TehGlitch
I think that's a vanilla issue.

Huh. I had never run into it until installing this mod. Most curious.


Edited by Landwalker (30/07/2012)
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#308405 - 30/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Originally Posted By: Landwalker

Huh. I had never run into it until installing this mod. Most curious.

If you're certain that it's ever since you installed the mod I'll look into it. Please tell me how to reproduce it. And it'd help if you'd specify if that goes for any sector or just one in particular. And if it only happens in tactical or only in strategic map.


Edited by TehGlitch (30/07/2012)
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#308407 - 30/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
Sure, I'll take another look tonight when I'm back home and see if I can compare tactical vs. strategic and Drassen Airport vs. Other Sector (although that'll require me to be capable of liberating a second sector to compare it to). Right now all I can say for certain is that I noticed it in the tactical map for Drassen Airport.

Depending on how much time I have tonight and how successful my attempts to survive multiple sectors are, it might be a day or two before I can report back in.
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#308432 - 31/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
So, got to try a couple of things tonight and see how it all went down:

Original Game
Characters: Wolf and Fox
Sector: Drassen Airport
Waldo's Quest: Retrieved the key mid-mission, then went back to talk to Waldo to start the quest. The quest did not initially "trigger" as completed, but after some finagling (dropping the key and picking it back up), it worked fine.
Sector Inventory: Moving items to the sector inventory caused them to disappear, seemingly permanently. Saving and reloading the game did not cause the problem to go away. Saving after moving items to the inventory had no effect, either. I know for a fact this occurred in "tactical mode," but I don't recall whether I noticed it in "strategic mode."

New Game #1
Characters: Malice and Steroid
Sector: Drassen Airport
Waldo's Quest: Did not unlock the cage until after the mission was over. Quest went off without error.
Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

New Game #2
Characters: Wolf and Buns
Sector: Drassen Airport
Waldo's Quest: Retrieved the key mid-mission. After completing the mission, the quest was given and resolved without error.
Sector Inventory: Worked without error (tactical, then strategic, then back to tactical).

So, while I didn't have time tonight to take my tests to Drassen City and see what happened there, both of the new games I started worked without any problems. Either Fox is the problem (well, of course Fox being annoying as hell is a problem but that's always a problem), which seems improbable (but has not been tested yet), or my software was just having "mod's first-game jitters."

The reason I noted Waldo's Quest above is because I remembered that being sort of a "bwuh?" moment in the original game, and thought that maybe my retrieving the key "early" might have been what triggered the issue. However, it appears that that is not the case.

So, until / unless I manage to reproduce the error at a later date, I guess that's all I've got.
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#308436 - 31/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Thank you very much for your thorough testing. Was by any chance the original game started before version 1.05b?. That might explain the weird behaviour.
I tried to reproduce it myself but didn't succeed in several new games.I'll keep looking into this, but I hope that maybe you get more info as you advance in the game.
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#308451 - 31/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Landwalker
private 1st class
Registered: 16/07/2011
Posts: 10
All three games were started in the last couple of days, using 1.13e / 1.05b. I can't think of anything that changed between the original Wolf + Fox game and the subsequent trials (other than turning my computer off that night and back on the next day). If I run into anything like that again as I get through the game and can actually figure out how to reproduce it, I'll let you know.
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#308452 - 31/07/2012 Re: [MOD] Combat Evolved [Re: Landwalker]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Thank you, I'll keep an eye on the thread as well as actively try to figure out what might be causing it.
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#308455 - 31/07/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

reVurt
master sgt
Registered: 01/03/2007
Posts: 288
Loc: The Great White North, eh?
Originally Posted By: TehGlitch

Originally Posted By: reVurt

Speaking of which, the first time I got Doreen's quest, I had already opened the container where you're supposed to find the item she wants just by exploring. The quest didn't add the item to the open container, so when I went back and looked (because it was a logical place to do so), it remained empty and I continued my fruitless search. Dunno if this is a mod bug or a game limitation.

Hm, the item should be there no matter what, unless you opened the container before installing v1.05b, which adds the item. Can you confirm that?


Basically, that's it. Started up a vanilla game, opened up that particular container, found some alcohol. Later I installed 1.05b, loaded up an old save and noticed Doreen had a quest and took it, scoured the Drassen map on her behalf, reopened the container and found nothing. Restarted the game with 1.05b, accepted Doreen's quest, and found the item she wanted in the container.

My guess is the mod wasn't able to add the quest item to an already opened container. If and when you make some more complicated quests, you might want to strongly encourage the user to start a new game.

Thanks again for taking the time and effort to mod/improve the game, it is much appreciated!
_________________________
Cheers,
reVurt
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#308459 - 31/07/2012 Re: [MOD] Combat Evolved [Re: reVurt]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Thanks for clarifying that. It's basically my bad, I forgot to mention that quests/certain other features may require a new game. Basically one can play without restarting, but will be missing on some of the newly added stuff.
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#308678 - 05/08/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

Specter
Corporal 1st class
Registered: 14/03/2011
Posts: 51
one more thing I noticed:

the two sectors east of san mona are supposed to be holding kingpins drug-operations, but host army enemies.
I think it would fit the story better to use a farm-hicks-type or another kind of enemy there, with no uniforms and more... random weapons, like shotguns, smgs and pistols instead of ar-armed soldiers. maybe even re-introduce the axe/machete-enemy

€dit: also, could you make it so one can shoot doreen after her quest? pretty please?


Edited by Specter (05/08/2012)
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#308693 - 05/08/2012 Re: [MOD] Combat Evolved [Re: Specter]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
Changed the 2 sectors you mentioned to hillbillies faction, it makes sense indeed. Thanks for pointing that out.

Doreen features in one more vanilla quest that follows the CE quest, that's why I let her live smile
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#308715 - 06/08/2012 Re: [MOD] Combat Evolved [Re: TehGlitch]

TehGlitch
Corporal 1st class
Registered: 30/04/2012
Posts: 62
v1.06.60812 is out, check out first post for changelog and download link.
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